Can anyone link me to Alex's interview with nixxes on this port
Thank you my friendHere you go:
Inside Marvel's Spider-Man Remastered on PC - the Nixxes tech interview
Want to go deep on the porting process for Marvel's Spider-Man Remastered on PC? Digital Foundry talks to developer Nixxes about the conversion.www.eurogamer.net
stellar is the word, it has a bit of everything, from modern settings to giving users the choice to switch between different reconstruction techniques or good ol' upscaling methods like FSR and IGTI or whatever is called.DF Written Article @ https://www.eurogamer.net/digitalfo...miles-morales-pc-is-another-stellar-sony-port
Marvel's Spider-Man: Miles Morales PC is another stellar Sony port
Ray tracing upgrades detailed, optimised settings supplied.
Marvel's Spider-Man: Miles Morales is a lot like the expansion pack of old: the same characters, a new story, a visual revamp and a small dose of new technology. For the PC version of the PS5 launch game, developer Nixxes builds on all of the great work it did with its port of Marvel's Spider-Man Remastered, the new release benefiting from the various optimisations and revisions made over time - while the addition of ray-traced shadows adds further to the PC version's already impressive upgrades over the PS5 version.
As it's built on the same fundamental technology, the game runs much like Remastered - and has the exact same recommended system specifications. However, there's an argument that city performance may be marginally improved (I measured a circa five percent increase) but that's likely down to the revamped winter city, with the small changes to art this entails - like the lack of leaves on the trees, for example.
In putting together optimised settings and the PlayStation 5 comparisons you'll see in the embedded video below, the changes Nixxes has made allow me to get a better lock on what some of the settings actually do - and now all of them actually seem fully functional. It wasn't clear what crowd and traffic density settings actually did at the launch of Marvel's Spider-Man Remastered, but now they do seem to work - as does the HBAO+ ambient occlusion alternative to the SSAO solution ported over from the PlayStation code.
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Nixxes are pretty capable people. They worked in what I consider the best modern Tomb Raider title, Shadow of the Tomb Raider, a great game -the closest one to Lara Croft spirit of the original games of the franchise, imho-, too bad that id didn't sell like the others but it's by far the best of the recent trilogy of Tomb Raider games, imho. Sometimes life is not fair, it's how it is.Thank you my friend
it's nice to have the optimised settings written down and explained like that. It's one of the advantages of written content over video.DF Written Article @ https://www.eurogamer.net/digitalfo...miles-morales-pc-is-another-stellar-sony-port
Marvel's Spider-Man: Miles Morales PC is another stellar Sony port
Ray tracing upgrades detailed, optimised settings supplied.
Marvel's Spider-Man: Miles Morales is a lot like the expansion pack of old: the same characters, a new story, a visual revamp and a small dose of new technology. For the PC version of the PS5 launch game, developer Nixxes builds on all of the great work it did with its port of Marvel's Spider-Man Remastered, the new release benefiting from the various optimisations and revisions made over time - while the addition of ray-traced shadows adds further to the PC version's already impressive upgrades over the PS5 version.
As it's built on the same fundamental technology, the game runs much like Remastered - and has the exact same recommended system specifications. However, there's an argument that city performance may be marginally improved (I measured a circa five percent increase) but that's likely down to the revamped winter city, with the small changes to art this entails - like the lack of leaves on the trees, for example.
In putting together optimised settings and the PlayStation 5 comparisons you'll see in the embedded video below, the changes Nixxes has made allow me to get a better lock on what some of the settings actually do - and now all of them actually seem fully functional. It wasn't clear what crowd and traffic density settings actually did at the launch of Marvel's Spider-Man Remastered, but now they do seem to work - as does the HBAO+ ambient occlusion alternative to the SSAO solution ported over from the PlayStation code.
...
after reading that interview Spiderman is going to be my second ever Sony game -I got Horizon Zero Dawn some time ago-.Here you go:
Inside Marvel's Spider-Man Remastered on PC - the Nixxes tech interview
Want to go deep on the porting process for Marvel's Spider-Man Remastered on PC? Digital Foundry talks to developer Nixxes about the conversion.www.eurogamer.net
So far out of horizon zero dawn , spiderman and days gone. I would rank days gone as the best. Will wait on miles until its cheap. I stopped horizon zero dawn half way through but finished spiderman and days gone. I am told miles is betterafter reading that interview Spiderman is going to be my second ever Sony game -I got Horizon Zero Dawn some time ago-.
Quite interesting to know how Windows 10 + HDR is a bit messy sometimes. It got better with Windows 11.
Horizon forbidden west is gonna be even better when it comes to pc.. decima engine is spectacularafter reading that interview Spiderman is going to be my second ever Sony game -I got Horizon Zero Dawn some time ago-.
Quite interesting to know how Windows 10 + HDR is a bit messy sometimes. It got better with Windows 11.
I assume nixxes will do that port given how they helped on the last patches for HZD PC. They have added RT to game before like Spider-Man just now, just perhaps they will do something similar for HFW.Horizon forbidden west is gonna be even better when it comes to pc.. decima engine is spectacular
Man, I really hope it's Global Illumination. Could be a huge deal in such an open world with day/night cycle!I assume nixxes will do that port given how they helped on the last patches for HZD PC. They have added RT to game before like Spider-Man just now, just perhaps they will do something similar for HFW.
Nixxes optimizes the RT pretty well on the GPU side, the performance costs are pretty reasonable and it scales down well with different settings. They could very well implement every RT feature.If Forbidden West gets announced for PC the heads of PS fanboys on Twitter will explode.
I would love to see it
But yea, RTGI would be my pick for the game too, but if they want to implement every ray tracing feature so it's future proof I'll accept that too.
that way you also let players choose whether to play with RT on or off. Some people prefers to play without RT or dont feel like the need for it, while others prefer that natural lighting. What I noticed playing games with RT is that it's far easier to feel like taking a screenshot 'cos a certain scene feels like real life but you are playing a game and find that surprisingly impressive. Other than that, it's all about each person's preferences.Nixxes optimizes the RT pretty well on the GPU side, the performance costs are pretty reasonable and it scales down well with different settings. They could very well implement every RT feature.
The dream would be of course, two seperate versions like Metro Exodus did. One for RT capable GPUs with all baked light maps removed and one normal version. Steam could decide automatically which version to download based on the graphics card.
got miles already -and Doom Eternal, on sale-, and that's the last game I am getting in a while. Days Gone is about zombies -same reason why Dying Light 2 doesn't pick my interest- iirc and well, it's a DX11 game so no DLSS, nor XeSS or similar afaik. I really like the added AA and other benefits from those.So far out of horizon zero dawn , spiderman and days gone. I would rank days gone as the best. Will wait on miles until its cheap. I stopped horizon zero dawn half way through but finished spiderman and days gone. I am told miles is better
got miles already -and Doom Eternal, on sale-, and that's the last game I am getting in a while. Days Gone is about zombies -same reason why Dying Light 2 doesn't pick my interest- iirc and well, it's a DX11 game so no DLSS, nor XeSS or similar afaik. I really like the added AA and other benefits from those.
I haven't watched it yet, but I felt the same thing after reading the 5.1 Release Notes.
Of particular note is the segment I've timestamped above, where Alex expresses some...concern about UE 5.1's PSO compilation process. This may not be the panacea we have hoped for.